how to design a serious game
DESCRIPTION
Making a video game is already a challenge. Making a good serious game is a very hard challenge. What do the experts say that could help me designing a good educational game? How can I influence people playing my game? How can I find a good balance between fun and learning? And what are some praiseworthy examples?TRANSCRIPT
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HOW TO DESIGN A SERIOUS GAME
Giuseppe Enrico FranchiMarco Mazzaglia
10-06-2014
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HOW TO DESIGN A SERIOUS GAMEall I remember on serious games from school
Giuseppe Enrico FranchiMarco Mazzaglia
10-06-2014
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Agenda
• Who am I• About the jam• What is a serious game• How to influence/persuade people • The production cycle• 1 hour rant on the concept phase, 5 minutes
to cover the rest• Q&A
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Whoami
• MSc in Games, Design• Game designer, code monkey, disciple
evangelist• Master thesis: “Learning Games for
Programming”, spawned Machineers
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About the upcoming jam
Any jammers here?Do you know what a game jam is?
Do you know what a game designer does?
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What is a…
Serious gameApplied game
Game with a purposeEdugame
…insert name of the week here
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Influence people through a game
It already happens
Yay :)
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Influence people through a game
“One cannot not communicate.” (Paul Watzlawick)
"As any constructed depiction of reality, simulations convey the bias of its designers."
(Gonzalo Frasca)
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Sebastian Deterding, “What your designs say about you”
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Enough
Get practical
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The Production Cycle
ConceptPre-Production
ProductionTesting and debug
Post-production
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Concept
GameWhat interaction with a (computer) system can
result in an interesting experience?
Serious GameHow do I want people to be influenced by
interacting with my system?
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More practical!!!
Have your goal in mind when you conceptualize / design.
All the time
What can a serious game DO?How can we influence people for real?
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1. Training simulations
I want to instruct players on how to perform a specific task.
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1. Training simulations
Principles Motivation, transfer of knowledge consequence-
free.
How toDeep knowledge of a system.
Align player actions with operator actions and replicate consequences.
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2. Medication
I want to have a positive influence on a medical condition affecting the player.
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2. Medication
Hunter Hoffman, SnowWorld
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2. Medication
Hunter Hoffman, SnowWorld
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2. Medication
University of Southern California, JewelMine
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2. Medication
Principles Immersion, escapism.
How to:\
Talk to professionals, I guess
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3. Improve life
I want to change my player’s behaviour.
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Moral, immoral? Hard to say.
D. Berdichevsky, E. Neuenschwander
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3. Improve life
Principles Motivation, immersion.
How toAlign game mechanics to virtuous behaviours.
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4. Raise awareness
I want to make players aware of the existence of a certain issue.
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http://www.darfurisdying.com/
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3. Raise awareness
Principles Immersion, agency
How toIntegrate players in the system, make them "live" the
choice.Avoid bias.
The disclosure principle.Call to action.
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5. Inform
I want to give out news using a videogame.
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GameTheNews.net, Endgame: Syria
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5. Inform
Problem: Principles of journalism: obligation to the truth,
verification, independence.
Super quick and unbiased!
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Gonzalo Frasca, September 12°http://www.newsgaming.com/games/index12.htm
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5. Inform
Principles Immersion
How toEasy: make super quick, unbiased simulations.
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6. Educate
I want my players to learn something.
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http://www.virtualapple.org/oregontraildisk.html
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6. Educate
Plenty of good design principlesAgency, Immersion, Identification,
Narrative/Fantasy, Intrinsic motivation
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6. Educate
Plenty of games failing to apply those principles, especially intrinsic motivation.
It doesn’t come for free!
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6. Educate
How toClear goals.
Assistance (scaffolds).Debrief.
Foster intrinsic motivation.Forget school as it is.
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The Production Cycle
ConceptPre-Production
ProductionTesting and debug
Post-production
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Pre-Production
Do your researchWrite the design document
Set for the technologyEstimate effort
Remember:Have your goal in mind when you design.
All the time
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Production
Have an idea of all game featuresKeep tabs on how the project evolves
Be prepared to rediscuss
Test early, test often
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Testing and debug
Quality Assurance (pre-alpha)All game features in place (alpha)
Game complete, needs debugging (beta)Release Candidate
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Post-Production
Archive the project assetsFinal balance of the project
Post mortem
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Thanks
Q&A